U.S. patent application number 15/952537 was filed with the patent office on 2019-10-17 for gaming concensus protocol for blockchain.
The applicant listed for this patent is International Business Machines Corporation. Invention is credited to Diego A. Masini.
Application Number | 20190314726 15/952537 |
Document ID | / |
Family ID | 68161220 |
Filed Date | 2019-10-17 |
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United States Patent
Application |
20190314726 |
Kind Code |
A1 |
Masini; Diego A. |
October 17, 2019 |
GAMING CONCENSUS PROTOCOL FOR BLOCKCHAIN
Abstract
An example operation may include one or more of receiving, by
gaming peers of a gaming network, a number of transactions from a
blockchain network, electing a subset of gaming peers to verify the
transactions and a leader from the subset of gaming peers,
generating, by the leader, a block comprising the number of
transactions, validating the block, by the subset of gaming peers,
and broadcasting the block to the blockchain network.
Inventors: |
Masini; Diego A.; (La Plata,
AR) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
International Business Machines Corporation |
Armonk |
NY |
US |
|
|
Family ID: |
68161220 |
Appl. No.: |
15/952537 |
Filed: |
April 13, 2018 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/71 20140902;
H04L 9/3239 20130101; G07F 17/326 20130101; G06Q 20/389 20130101;
G06Q 2220/00 20130101; A63F 13/822 20140902; A63F 2300/5533
20130101; H04L 9/3236 20130101; A63F 13/34 20140902; G06Q 20/30
20130101; G07F 17/3244 20130101; A63F 13/792 20140902; G06Q 20/223
20130101; H04L 2209/38 20130101; H04L 2209/56 20130101; G07F
17/3272 20130101; A63F 13/335 20140902; A63F 13/75 20140902; A63F
13/79 20140902; G06Q 20/127 20130101; G07F 17/32 20130101 |
International
Class: |
A63F 13/71 20060101
A63F013/71; A63F 13/75 20060101 A63F013/75; A63F 13/822 20060101
A63F013/822; A63F 13/79 20060101 A63F013/79; A63F 13/792 20060101
A63F013/792; A63F 13/34 20060101 A63F013/34; A63F 13/335 20060101
A63F013/335 |
Claims
1. A system, comprising: a blockchain network; a gaming network,
coupled to the blockchain network, comprising: gaming peers,
configured to receive transactions from the blockchain network, and
in response: elect a subset of gaming peers to verify the
transactions and a leader from the subset of gaming peers;
generate, by the leader, a block comprising the number of
transactions; validate the block, by the subset of gaming peers;
and broadcast the block to the blockchain network.
2. The system of claim 1, wherein the gaming peers monitor the
transactions and elect, generate, verify, and broadcast in response
to the receipt of a predetermined number of transactions.
3. The system of claim 2, wherein the gaming peers each comprises
election rules, the election rules specific to a game played on the
gaming network and allow a chance for every gaming peer to be
elected to the subset of gaming peers.
4. The system of claim 3, wherein each gaming peer generates a
number, the number used to select a rule of the election rules to
apply to a game state, wherein in response to a gaming peer
determines the rule holds true for the game state, the subset
comprises the gaming peer.
5. The system of claim 2, wherein the block comprises a hash of a
current game state, a hash of the rule, and a block signature, the
current game state relevant to the rule.
6. The system of claim 2, wherein in response to the leader
generates the block, the leader broadcasts the block to the subset
of gaming peers, wherein the subset of gaming peers validate the
block comprises the subset of gaming peers verifies a leader
signature and a game state hash.
7. The system of claim 6, wherein the gaming peers that validate
the block attach their own signature to the block.
8. A method, comprising: receiving, by gaming peers of a gaming
network, a number of transactions from a blockchain network;
electing a subset of gaming peers to verify the transactions and a
leader from the subset of gaming peers; generating, by the leader,
a block comprising the number of transactions; validating the
block, by the subset of gaming peers; and broadcasting the block to
the blockchain network.
9. The method of claim 8, further comprising: monitoring the
transactions, by each of the gaming peers, and electing,
generating, verifying, and broadcasting in response to receiving a
predetermined number of transactions.
10. The method of claim 9, wherein the gaming peers each comprising
election rules, the election rules specific to a game played on the
gaming network and allowing a chance for every gaming peer to be
elected to the subset of gaming peers.
11. The method of claim 10, further comprising: generating by each
gaming peer, a number used to select a rule of the election rules
to apply to a game state; and determining the rule holds true for
the game state, and in response: including the gaming peer in the
subset of gaming peers.
12. The method of claim 9, wherein the block comprises a hash of a
current game state, a hash of the rule, and a block signature, the
current game state relevant to the rule.
13. The method of claim 12, wherein in response to generating the
block, the method further comprising: broadcasting the block to the
subset of gaming peers, by the leader, wherein validating the block
by the subset of gaming peers comprising: verifying a leader
signature and a game state hash.
14. The method of claim 13, wherein gaming peers that validate the
block attach their own signature to the block.
15. A non-transitory computer readable medium comprising
instructions, that when read by a processor, cause the processor to
perform: receiving, by gaming peers of a gaming network, a number
of transactions from a blockchain network; electing a subset of
gaming peers to verify the transactions and a leader from the
subset of gaming peers; generating, by the leader, a block
comprising the number of transactions; validating the block, by the
subset of gaming peers; and broadcasting the block to the
blockchain network.
16. The non-transitory computer readable medium of claim 15,
wherein the processor being further configured to perform:
monitoring the transactions, by each of the gaming peers, and
electing, generating, verifying, and broadcasting in response to
receiving a predetermined number of transactions.
17. The non-transitory computer readable medium of claim 16,
wherein gaming peers each comprising election rules, the election
rules specific to a game played on the gaming network and allowing
a chance for every gaming peer to be elected to the subset of
gaming peers.
18. The non-transitory computer readable medium of claim 17,
wherein the processor being further configured to perform:
generating by each gaming peer, a number used to select a rule of
the election rules to apply to a game state; and determining the
rule holds true for the game state, and in response: including the
gaming peer in the subset of gaming peers.
19. The non-transitory computer readable medium of claim 16,
wherein the block comprises a hash of a current game state, a hash
of the rule, and a block signature, the current game state relevant
to the rule.
20. The non-transitory computer readable medium of claim 19,
wherein in response to generating the block, the processor being
further configured to perform: broadcasting the block to the subset
of gaming peers, by the leader, wherein validating the block by the
subset of gaming peers comprising: verifying a leader signature and
a game state hash.
Description
TECHNICAL FIELD
[0001] This application generally relates to blockchain networks,
and more particularly, relates to a gaming consensus protocol for a
blockchain.
BACKGROUND
[0002] A ledger is commonly defined as an account book of entry, in
which transactions are recorded. A distributed ledger is ledger
that is replicated in whole or in part to multiple computers. A
Cryptographic Distributed Ledger (CDL) can have at least some of
these properties: irreversibility (once a transaction is recorded,
it cannot be reversed), accessibility (any party can access the CDL
in whole or in part), chronological and time-stamped (all parties
know when a transaction was added to the ledger), consensus based
(a transaction is added only if it is approved, typically
unanimously, by parties on the network), verifiability (all
transactions can be cryptographically verified). A blockchain is an
example of a CDL. While the description and figures herein are
described in terms of a blockchain, the instant application applies
equally to any CDL.
[0003] A distributed ledger is a continuously growing list of
records that typically apply cryptographic techniques such as
storing cryptographic hashes relating to other blocks. A blockchain
is one common instance of a distributed ledger and may be used as a
public ledger to store information. Although, primarily used for
financial transactions, a blockchain can store various information
related to goods and services (i.e., products, packages, status,
etc.). A decentralized scheme provides authority and trust to a
decentralized network and enables its nodes to continuously and
sequentially record their transactions on a public "block",
creating a unique "chain" referred to as a blockchain.
Cryptography, via hash codes, is used to secure an authentication
of a transaction source and removes a central intermediary. A
blockchain is a distributed database that maintains a
continuously-growing list of records in the blockchain blocks,
which are secured from tampering and revision due to their
immutable properties. Each block contains a timestamp and a link to
a previous block. A blockchain can be used to hold, track, transfer
and verify information. Since a blockchain is a distributed system,
before adding a transaction to a blockchain ledger, all peers need
to reach a consensus status.
[0004] Conventionally, blockchain networks have a limited number of
nodes or peers to participate in consensus operations, which limits
transactions throughputs As such, what is needed is an expanded
blockchain network to overcome this issue.
SUMMARY
[0005] One example embodiment may provide a system that includes
one or more of a blockchain network and a gaming network, coupled
to the blockchain network. The gaming network includes one or more
gaming peers, configured to receive transactions from the
blockchain network, and in response elect a subset of gaming peers
to verify the transactions and a leader from the subset of gaming
peers, generate, by the leader, a block comprising the number of
transactions, validate the block, by the subset of gaming peers,
and broadcast the block to the blockchain network.
[0006] An example operation may include one or more of receiving,
by gaming peers of a gaming network, a number of transactions from
a blockchain network, electing a subset of gaming peers to verify
the transactions and a leader from the subset of gaming peers,
generating, by the leader, a block comprising the number of
transactions, validating the block, by the subset of gaming peers,
and broadcasting the block to the blockchain network.
[0007] A further example embodiment may provide a non-transitory
computer readable medium comprising instructions, that when read by
a processor, cause the processor to perform one or more of
receiving, by gaming peers of a gaming network, a number of
transactions from a blockchain network, electing a subset of gaming
peers to verify the transactions and a leader from the subset of
gaming peers, generating, by the leader, a block comprising the
number of transactions, validating the block, by the subset of
gaming peers, and broadcasting the block to the blockchain
network.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1A illustrates a logic network diagram of an expanded
blockchain network, according to example embodiments.
[0009] FIG. 1B illustrates components of gaming peers, according to
example embodiments.
[0010] FIG. 2A illustrates an example peer node blockchain
architecture configuration for an asset sharing scenario, according
to example embodiments.
[0011] FIG. 2B illustrates an example of a transactional flow
between nodes of the blockchain, according to example
embodiments.
[0012] FIG. 3 is a diagram illustrating a permissioned blockchain
network, according to example embodiments.
[0013] FIG. 4 illustrates a system messaging diagram for handling
blockchain transactions in the expanded blockchain network,
according to example embodiments.
[0014] FIG. 5A illustrates a flow diagram of an example method of
receiving transactions and committing blocks to a blockchain,
according to example embodiments.
[0015] FIG. 5B illustrates a flow diagram of an example method of
validating transactions for a blockchain, according to example
embodiments.
[0016] FIG. 6A illustrates an example physical infrastructure
configured to perform various operations on the blockchain in
accordance with one or more operations described herein, according
to example embodiments.
[0017] FIG. 6B illustrates an example smart contract configuration
among contracting parties and a mediating server configured to
enforce smart contract terms on a blockchain, according to example
embodiments.
[0018] FIG. 7 illustrates an example computer system configured to
support one or more of the example embodiments.
DETAILED DESCRIPTION
[0019] It will be readily understood that the instant components,
as generally described and illustrated in the figures herein, may
be arranged and designed in a wide variety of different
configurations. Thus, the following detailed description of the
embodiments of one or more of a method, apparatus, non-transitory
computer readable medium and system, as represented in the attached
figures, is not intended to limit the scope of the application as
claimed but is merely representative of selected embodiments.
[0020] The instant features, structures, or characteristics as
described throughout this specification may be combined in any
suitable manner in one or more embodiments. For example, the usage
of the phrases "example embodiments", "some embodiments", or other
similar language, throughout this specification refers to the fact
that a particular feature, structure, or characteristic described
in connection with the embodiment may be included in one or more
embodiments. Thus, appearances of the phrases "example
embodiments", "in some embodiments", "in other embodiments", or
other similar language, throughout this specification do not
necessarily all refer to the same group of embodiments, and the
described features, structures, or characteristics may be combined
in any suitable manner in one or more embodiments.
[0021] In addition, while the term "message" may have been used in
the description of embodiments, the application may be applied to
many types of network data, such as, packet, frame, datagram, etc.
The term "message" also includes packet, frame, datagram, and any
equivalents thereof. Furthermore, while certain types of messages
and signaling may be depicted in exemplary embodiments they are not
limited to a certain type of message, and the application is not
limited to a certain type of signaling.
[0022] A blockchain is a distributed system which includes multiple
nodes that communicate with each other. A blockchain operates
programs called chaincode (e.g., smart contracts, etc.), holds
state and ledger data, and executes transactions. Some transactions
are operations invoked on the chaincode. In general, blockchain
transactions typically must be "endorsed" by certain blockchain
members and only endorsed transactions may be committed to the
blockchain and have an effect on the state of the blockchain. Other
transactions which are not endorsed are disregarded. There may
exist one or more special chaincodes for management functions and
parameters, collectively called system chaincodes.
[0023] Nodes are the communication entities of the blockchain
system. A "node" may perform a logical function in the sense that
multiple nodes of different types can run on the same physical
server. Nodes are grouped in trust domains and are associated with
logical entities that control them in various ways. Nodes may
include different types, such as a client or submitting-client node
which submits a transaction-invocation to an endorser (e.g., peer),
and broadcasts transaction-proposals to an ordering service (e.g.,
ordering node). Another type of node is a peer node which can
receive client submitted transactions, commit the transactions and
maintain a state and a copy of the ledger of blockchain
transactions. Peers can also have the role of an endorser, although
it is not a requirement. An ordering-service-node or orderer is a
node running the communication service for all nodes, and which
implements a delivery guarantee, such as a broadcast to each of the
peer nodes in the system when committing transactions and modifying
a world state of the blockchain, which is another name for the
initial blockchain transaction which normally includes control and
setup information.
[0024] A ledger is a sequenced, tamper-resistant record of all
state transitions of a blockchain. State transitions may result
from chaincode invocations (i.e., transactions) submitted by
participating parties (e.g., client nodes, ordering nodes, endorser
nodes, peer nodes, etc.). A transaction may result in a set of
asset key-value pairs being committed to the ledger as one or more
operands, such as creates, updates, deletes, and the like. The
ledger includes a blockchain (also referred to as a chain) which is
used to store an immutable, sequenced record in blocks. The ledger
also includes a state database which maintains a current state of
the blockchain. There is typically one ledger per channel. Each
peer node maintains a copy of the ledger for each channel of which
they are a member.
[0025] A chain is a transaction log which is structured as
hash-linked blocks, and each block contains a sequence of N
transactions where N is equal to or greater than one. The block
header includes a hash of the block's transactions, as well as a
hash of the prior block's header. In this way, all transactions on
the ledger may be sequenced and cryptographically linked together.
Accordingly, it is not possible to tamper with the ledger data
without breaking the hash links. A hash of a most recently added
blockchain block represents every transaction on the chain that has
come before it, making it possible to ensure that all peer nodes
are in a consistent and trusted state. The chain may be stored on a
peer node file system (i.e., local, attached storage, cloud, etc.),
efficiently supporting the append-only nature of the blockchain
workload.
[0026] The current state of the immutable ledger represents the
latest values for all keys that are included in the chain
transaction log. Because the current state represents the latest
key values known to a channel, it is sometimes referred to as a
world state. Chaincode invocations execute transactions against the
current state data of the ledger. To make these chaincode
interactions efficient, the latest values of the keys may be stored
in a state database. The state database may be simply an indexed
view into the chain's transaction log, it can therefore be
regenerated from the chain at any time. The state database may
automatically be recovered (or generated if needed) upon peer node
startup, and before transactions are accepted.
[0027] The instant application in one embodiment relates to
blockchain networks, and more in another embodiment relates to
faster transaction and block validation for a blockchain. Example
embodiments provide methods, devices, networks and/or systems,
which support fast transaction processing for public and
permissioned blockchain networks. Before proceeding to describing
the proposed solution, the choice of blockchain implementation that
can be used is discussed. While many implementations of blockchain
technology for generic document transactions are available (e.g.,
Ethereum), the present application may employ a permissioned
blockchain network, where the blockchain nodes are operated by
known whitelisted entities. The identities for these entities
(often defined by public and private key pairs) are granted by an
issuing authority on the network. One example of such a
permissioned blockchain network is the opensource Hyperledger
Fabric. Fabric has a modular architecture that allows network
administrators to define their own constraints and then set-up the
protocols accordingly. Fabric also provides the following special
features, some of which are herein.
[0028] Chaincode extends the concept of traditional smart
contracts. Apart from providing a mechanism to define assets and
instructions (business logic) to modify the assets, chaincode is
also immutable, may retain state, and inherits
confidentiality/privacy. Networks can limit who can view or
interact at different levels of the environment (variable
confidentiality). Individual transactions can even impose their own
confidentiality rules. While the network can set identity
obfuscation, it is possible to have 100% anonymous peers whose
identity is also provable and unique with secure cryptographic
techniques (variable identification). If the users of a network
grant permission, an auditor will be able to de-anonymize users and
their transactions. This is useful for regulatory inspection and
analysis. The details of a transaction, including but not limited
to chaincode, peers, assets, and volumes are encrypted (private
transactions). This eliminates any pattern recognition or leaked
private information to non-authorized actors on the network. Only
specified actors can decrypt, view and interact/execute (with
chaincode). Finally, fabric can easily operate with almost any
consensus mechanism.
[0029] FIG. 1A illustrates a logic network diagram of an expanded
blockchain network 100, according to example embodiments. Referring
to FIG. 1A, the system 100 includes a blockchain network 112, which
includes a group of nodes 104, identified as node 104A, node 104B,
and node 104C through node 104N. The blockchain nodes 104 generate
transactions 116 and store blocks 120 including the transactions
116 to shared ledgers 108. The shared ledger 108 is distributed
among all blockchain nodes 104, such that node 104A is associated
with shared ledger 108A, node 104B is associated with shared ledger
108B, node 104C is associated with shared ledger 108C, and node
104N is associated with shared ledger 108N. The blockchain network
112 may be either a public or private (permissioned) blockchain
network 112.
[0030] The blockchain network 112 may be related or unrelated to a
massive multiplayer online game network 124. In a bitcoin
blockchain network 112, there are two types of nodes 104: non-miner
and miner nodes 104. Non-miner nodes 104 listen for blocks,
validate them, and update its local copy of a smart ledger 108 with
the blocks found valid. Miner nodes 104 listen for transactions,
validate transactions, generate blocks of transactions, compute a
proof-of-work for the block, and broadcast the newly generated
block to the rest of the blockchain network 112. Therefore, in this
case miner nodes 104 execute the proof-of-work consensus protocol
of a bitcoin blockchain network 112.
[0031] A Hyperledger Fabric blockchain network works in a different
way. In a A Hyperledger Fabric blockchain network, there are also
two main types of nodes 104: endorsers and orderers. Endorsers
receive transaction proposals, simulate its execution, generate a
read/write set, and endorse the transaction proposal if no errors
are found. The endorsed transaction proposal is then returned to a
client that submitted the transaction. Once the client collects
enough endorsed transaction proposals (where enough depends on the
endorsement policy used), it sends a transaction to the orderers.
Orderers validate the read/write set for each transaction received,
verify the endorsements of each transaction, order the transactions
inside a block, and propagate newly created blocks to the rest of
the blockchain network 112. In this case, orderers execute the
consensus protocol of the Hyperledger Fabric blockchain network
112. Not all the nodes 104 in a blockchain network 112 perform the
same tasks and usually there are a subset of nodes 104 executing
the consensus protocol of the blockchain network 112. A consensus
protocol is a mechanism to determine the order of transactions
inside a block in a distributed fashion.
[0032] Consensus algorithms are an essential part of blockchain
networks 112 due to the lack of trust among participants of the
blockchain network 112. The blockchain network 112 trusts nodes 104
either because a trusted consensus protocol is used (like
proof-of-work or proof-of-stake), or because the blockchain network
112 is private (or permissioned) and participants need some sort of
authorization to participate. In this case, since participants are
known, more relaxed consensus protocols can be used (BFT-like
consensus protocols for instance).
[0033] Conventionally in a blockchain network 112 where a subset of
nodes 104 executes a consensus protocol, the subset of nodes 104
becomes the bottleneck of the blockchain network 112. However, if
there exists a very large number of nodes 104 executing the
consensus protocol and they can be trusted, then the blockchain
network 112 scales accordingly, processing transactions at a faster
rate. The consensus protocol disclosed herein is designed to
provide trust based on the fact that gaming peers 128 executing the
protocol are valid players of the massive multiplayer online game
corresponding with the massive multiplayer online gaming network
124. Valid players may be confirmed by checking random elements of
a game state, which provides the basis for the election rules 148.
Random selection of election rules 148 is performed between all the
gaming peers 128 participating in the consensus round (thus the
need for the distributed random number generation), to ensure that
no gaming peer 128 can tamper the election rules 148 selection (and
thereby choose an election rule 148 that benefits a malicious
gaming peer 128) and to ensure the leader election cannot be
tampered with, as well.
[0034] Different consensus approaches have substantial impact in
blockchain network 112 operations. Proof-of-work consensus
algorithms require great amounts of computing power to minimize the
possibility of tampering the distributed or shared ledger 108. This
translates into high energy consumption and can have a negative
impact both in time and resources. Proof-of-elapsed-time consensus
algorithms required specialized hardware to generate a tamper
resistant proof of elapsed time in leader election. At the present
time, Intel is one of the main proponents of this consensus model
with its SGX technology. However, a problem with this type of
consensus algorithm is the degree to which clients are tied to a
particular type of hardware (in this case Intel processors).
Proof-of-stake consensus algorithms uses a combination of random
selection and wealth or age to choose the creator of the next
block. The idea behind this model is that nodes 104 more invested
in the blockchain network 112 (i.e. the nodes 104 with more wealth
or participation) are less prone to misbehave in the blockchain
network 112. The problem with this model is that small participants
(nodes 104 with the least wealth or participation in the network
compared with other nodes 104) will not be able to participate in
consensus, leading to a concentration of power on more wealthy
participants/nodes 104.
[0035] All the nodes 104 of the blockchain network 112 maintain a
distributed or shared ledger 108. Some of the nodes 104 may execute
a consensus protocol. As a side effect, since there are multiple
nodes 104 in the blockchain network 112, there is high
availability--meaning that if a node 104 of the blockchain network
112 is not available, there are other nodes 104 that will still
listen for transactions to generate new blocks, listen for blocks
to update the distributed ledger 108 and listen for client
requests.
[0036] The expanded blockchain network 100 also includes a
massively multiplayer online gaming network 124, over which users
play very large scale video games in collaboration with other
networked users. Each such user is considered a gaming peer 128,
with gaming peers 128A, 128B, 128C, and 128N shown. There may be
any number of gaming peers 128 in the massively multiplayer online
gaming network 124. At high level, the gaming peers 128 may be
considered to be part of the blockchain network 112, since they
each have a blockchain client 144 (see FIG. 1B) and they listen for
transactions 116. However, gaming peers 128 do not maintain a copy
of the distributed or shared ledger 108. In this sense, gaming
peers 128 are non-committing nodes of the blockchain network 112.
Hyperledger Fabric blockchain networks 112 also may have these
types of nodes. Hyperledger Fabric blockchain networks 112 support
pluggable consensus protocols, meaning that the consensus protocol
may be replaced. Gaming peers 128 disclosed herein implement the
disclosed consensus protocol and may therefore plug the disclosed
consensus protocol into a Hyperledger Fabric blockchain network
112. Gaming peers 128 act like blockchain nodes 104 that can listen
for blockchain transactions 116, execute the disclosed consensus
protocol, and perform require interactions with a game client 140
to access the game state.
[0037] Since the gaming peers 128 each include a blockchain client
144, they are treated as part of the blockchain network 112. Users
of gaming peers 128 may install a blockchain client 144 in a
computing device of gaming peer 128, and join the blockchain
network 112. If the blockchain network 112 is a public blockchain
network (such as bitcoin), a user may configure the blockchain
client 144 to act as a miner and the corresponding gaming peer 128
can still send transactions to the network 100. Therefore, a gaming
peer 128 may be an end-user and also a miner executing the
consensus protocol. Similarly, for a private or permissioned
blockchain network 112, if a gaming peer 128 has enough privileges
it can serve as an orderer (in Hyperledger Fabric terminology),
execute the consensus algorithm, and also submit transactions to
the network 100 (acting as an end-user). The only strong
requirement is trust. Either one trusts the nodes in the expanded
blockchain network 100 because it is private and it provides a
relaxed consensus protocol due to participants that are known, or
one trusts the nodes in the expanded blockchain network 100 because
the consensus protocol is strong enough to prevent tampering.
[0038] The massively multiplayer online gaming network 124 is used
to play massively multiplayer online games or massively multiplayer
online role-playing games. In some networks, game state for the
game being played is controlled by a central server (not shown),
while in other networks 124 the game state is maintained by the
gaming peers 128 and shared in a peer-to-peer arrangement.
Massively multiplayer online role-playing games are a combination
of role-playing video games and massively multiplayer online games
in which a very large number of players interact with one another
within a virtual world. As in all role-playing games, the player
assumes the role of a character (often in a fantasy world or
science-fiction world) and takes control over many of that
character's actions. Massively multiplayer games are distinguished
from single-player or small multi-player online games by the number
of players able to interact together, and by the game's persistent
world (usually hosted by the game's publisher), which continues to
exist and evolve while the player is offline and away from the
game.
[0039] Massively multiplayer online role-playing games are played
throughout the world. Worldwide revenues exceeded half a billion
dollars in 2005, and Western revenues exceeded a billion dollars in
2006. In 2008, the spending on subscription massively multiplayer
online role-playing games by consumers in North American and Europe
grew to $1.4 billion. World of Warcraft, a popular massively
multiplayer online role-playing game, has over 10 million
subscribers as of November 2014. World of Warcraft's total revenue
was $1.04 billion US dollars in 2014. Star Wars: The Old Republic,
released in 2011, became the world's fastest-growing massively
multiplayer online game ever after gaining more than 1 million
subscribers within the first three days of its launch. As of 2017,
League of Legends, a massively multiplayer online role-playing game
has an active player base of over 80 million monthly players. For
the same period, Minecraft, a survival sandbox massively
multiplayer online game, has reported around 55 million monthly
players. When considered as gaming peers 128, this represents an
enormous expansion of resources potentially available for
transaction validation and block 120 creation for blockchain
networks 112.
[0040] Gaming peers 128 are described in more detail in FIG. 1B.
For the purpose of the present application, gaming peers 128
participate in the consensus processes disclosed herein. In some
embodiments, other computing systems (not shown) may be part of
massively multiplayer online gaming network 124, but not be capable
of participating in the disclosed consensus processes. In other
embodiments, only gaming peers 128 are included within the
massively multiplayer online gaming network 124.
[0041] The present application leverages features gaming networks
124 already provide, including scalability and mechanisms for
tampering detection applied to the game state. The present
application describes a consensus mechanism that takes advantage of
an already in-place gaming infrastructure. It should be noted that
the present application is not a blockchain network 112 embedded
into a gaming network 124. The consensus processes of the present
application may be offered as a service to existing blockchain
networks 112 in an agnostic way.
[0042] In one embodiment, the consensus algorithm is provided as a
service from the game network 124 to any blockchain network 112,
thus blockchain networks 112 can delegate consensus to a
distributed network 124 of game clients 140 within the gaming peers
128. In the preferred embodiment, for each transaction 116
processed by the massively multiplayer online gaming network 124, a
fee would apply. These fees may be distributed between the
participants of the consensus round (i.e. participants/users
associated with each gaming peer 128) as an incentive, be used to
maintain the network infrastructure or any other purpose that
serves the gaming network 124 and the players.
[0043] The gaming peers 128 would only perform consensus on the
ordering of the transactions 116. The execution of smart contracts
remains within the blockchain network 112. In some embodiments,
smart contract execution could be moved to the massively
multiplayer online gaming network 124 if the gaming peers 128 have
sufficient computing power to perform the additional task of
executing the smart contracts and if the business case allows it in
terms of security and confidentiality.
[0044] The game state for the game associated with the massively
multiplayer online gaming network 124 could be altered by an
attacker to ensure a malicious gaming peer 128 would be always
selected by any election rule 148. However, a malicious attacker
also needs to be elected as a leader by a distributed random
generation algorithm described herein. Only then the attacker would
be able to tamper the block of transactions it generates.
Additionally, massively multiplayer online games count with
cheat-resistant protocols and game history validation approaches to
limit and reduce cheating and game state tampering. Game history
validation is a method that may be used to ensure the integrity and
consistency of dynamic and static game state to identify and
correct cheating attempts.
[0045] More than a single blockchain node 104 is needed to
interface with the gaming network 124 to avoid having a single
point of failure and take advantage of the high availability
provided by blockchain networks 112. If the massive multiplayer
online gaming network 124 interfaces with only a single node 104 of
the blockchain network 112, and that node 104 goes offline for any
reason, then the expanded blockchain network 100 will fail since it
will not receive any transactions 116 from the blockchain network
112.
[0046] FIG. 1B illustrates components of gaming peers 128,
according to example embodiments. Each gaming peer 128 is a
computing system that includes a game client 140, a blockchain
client 144, and election rules 148.
[0047] Each game client 140 listens for transactions 116 from the
blockchain network 112. The game clients 140 always have access to
the game state, and how they get updates to the game state depends
on the specific design of the game played on the massive
multiplayer online gaming network 124. In some embodiments, a game
client 140 may obtain updates from nearby gaming peers 128 using as
protocol similar to a gossip network protocol. In another
embodiment, the game clients 140 push or fetch updates for the game
state to/from a central server owned by the game provider (e.g.
playsation network).
[0048] When a predetermined number of transactions 116 are
received, a subset of the gaming peers 128 would be elected
dynamically by taking into account the actions performed in the
game. One of the gaming peers 128 in the subset is randomly
selected to be the leader, and generates the next block 120 of
transactions 116. The next block 120 includes a game state hash and
a signature. The leader broadcasts the block 120 to the rest of the
gaming peers 128 of the subset. Every gaming peer 128 of the subset
validates the block 120 and adds its own signature to the block
120. The requirement of including a hash of the current game state
is to bind the generated block 120 to a particular moment in the
game (i.e. game state).
[0049] The blockchain client 144 listens for blockchain
transactions 116, executes the consensus protocol described herein,
and generates blocks of transactions. A subset of gaming peers 128
including blockchain clients 144 are elected by all of the gaming
peers 128 by a dynamic rule to create the next block 120 for the
blockchain network 112.
[0050] The election of gaming peers 128 to be in the subset of
gaming peers 128 is done by applying a dynamic rule of election
rules 148 that takes into account the game dynamics. The election
rules 148 should include constraints to ensure all types of
participants within the massively multiplayer online gaming network
124 can be elected at some point. The consensus protocol is plugged
into any massively multiplayer online gaming network 124 and
provided consensus as a service to any blockchain network 112.
[0051] Examples of the election rules 148 that might be applied for
the election may include players with a play time higher than x
minutes and lower than y minutes, players with a specific score,
players with a particular item equipped at the moment of the
election, and players that had achieve a particular goal inside the
game, like finishing a quest or killing a final boss. Other forms
of election rules 148 may be used, appropriate to the game being
played. Multiple election rules 148 may be specified and composed
randomly to prevent players from predicting what the next election
rule 148 would be. The random selection would be performed by
generating a random number in a distributed fashion by all the
gaming peers 128, in order to avoid the introduction of an oracle
for the random number generation. The election rules 148 preferably
include conditions to ensure that every type of member of the
gaming network 124 would be elected at some point to guarantee
every player/gaming peer 128 could have a vote in block generation.
For example, if an election rule 148 selects gaming peers 128 with
high scores, there should also be a rule to select gaming peers 128
having low scores.
[0052] Advantageously, the consensus approach disclosed herein
provides three obvious advantages over conventional consensus
means. First, computing power used for gaming is reused to generate
blocks 120 for a blockchain network 112; thus no computing power is
wasted. Second, unlike a proof-of-stake consensus protocol, no
concentration of power occurs by using this method since rules are
crafted to ensure every gaming peer 128 has a chance to participate
in a consensus phase. Third, fees applied to transactions 116 are
collected by the gaming network 124 and might be used as additional
incentive to users associated with gaming peers 128, to support the
gaming infrastructure, or to generate a new economic model inside
the gaming network 124.
[0053] FIG. 2A illustrates a blockchain system architecture
configuration 200, according to example embodiments. Referring to
FIG. 2A, blockchain architecture 200 may include certain blockchain
elements, for example, a group 202 of blockchain nodes 204, 206,
208, and 210, which participate in blockchain transaction addition
and validation process (consensus). One or more of the blockchain
nodes 202 may endorse transactions and one or more blockchain nodes
202 may fulfill transactions as an orderer. A blockchain node may
initiate a blockchain authentication and seek to write to a
blockchain immutable ledger stored in blockchain layer 216, a copy
of which may also be stored on the underpinning physical
infrastructure 214. The blockchain configuration may include one or
applications 224 which are linked to application programming
interfaces (APIs) 222 to access and execute stored
program/application code 220 (e.g., chaincode, smart contracts,
etc.) which can be created according to a customized configuration
sought by participants and can maintain their own state, control
their own assets, and receive external information. This can be
deployed as a transaction and installed, via appending to the
distributed ledger, on all blockchain nodes 202.
[0054] The blockchain base or platform 212 may include various
layers of blockchain data, services (e.g., cryptographic trust
services, virtual execution environment, etc.), and underpinning
physical computer infrastructure that may be used to receive and
store new transactions and provide access to auditors which are
seeking to access data entries. The blockchain layer 216 may expose
an interface that provides access to the virtual execution
environment necessary to process the program code and engage the
physical infrastructure 214. Cryptographic trust services 218 may
be used to verify transactions such as asset exchange transactions
and keep information private.
[0055] The blockchain architecture configuration of FIG. 2A may
process and execute program/application code 220 via one or more
interfaces exposed, and services provided, by blockchain platform
212. The code 220 may control blockchain assets. For example, the
code 220 can store and transfer data, and may be executed by nodes
202 in the form of a smart contract and associated chaincode with
conditions or other code elements subject to its execution. As a
non-limiting example, smart contracts may be created to execute
reminders, updates, and/or other notifications subject to the
changes, updates, etc. The smart contracts may themselves be used
to identify rules associated with authorization and access
requirements and usage of the ledger. For example, blockchain
transactions may be received 226 from nodes or peers 204-210 and
may be processed by one or more processing entities (e.g., virtual
machines) included in the blockchain layer 216. The result 228 may
commit blocks of transactions that are provided to blockchain nodes
202 to access.
[0056] Within chaincode, a smart contract may be created via a
high-level application and programming language, and then written
to a block in the blockchain. The smart contract may include
executable code which is registered, stored, and/or replicated with
a blockchain (e.g., distributed network of blockchain peers). A
transaction is an execution of the smart contract code which can be
performed in response to conditions associated with the smart
contract being satisfied. The executing of the smart contract may
trigger a trusted modification(s) to a state of a digital
blockchain ledger. The modification(s) to the blockchain ledger
caused by the smart contract execution may be automatically
replicated throughout the distributed network of blockchain peers
through one or more consensus protocols.
[0057] The smart contract may write data to the blockchain in the
format of key-value pairs. Furthermore, the smart contract code can
read the values stored in a blockchain and use them in application
operations. The smart contract code can write the output of various
logic operations into the blockchain. The code may be used to
create a temporary data structure in a virtual machine or other
computing platform. Data written to the blockchain can be public
and/or can be encrypted and maintained as private. The temporary
data that is used/generated by the smart contract is held in memory
by the supplied execution environment, then deleted once the data
needed for the blockchain is identified.
[0058] A chaincode may include the code interpretation of a smart
contract, with additional features. As described herein, the
chaincode may be program code deployed on a computing network,
where it is executed and validated by chain validators together
during a consensus process. The chaincode receives a hash and
retrieves from the blockchain a hash associated with the data
template created by use of a previously stored feature extractor.
If the hashes of the hash identifier and the hash created from the
stored identifier template data match, then the chaincode sends an
authorization key to the requested service. The chaincode may write
to the blockchain data associated with the cryptographic details.
In this example of FIG. 2A, blocks 228 are committed to the
blockchain nodes 202 as part of processes to allow blockchain nodes
202 to access needed transaction information.
[0059] FIG. 2B illustrates an example of a transactional flow 250
between nodes of the blockchain in accordance with an example
embodiment. Referring to FIG. 2B, the transaction flow 250 may
include a transaction proposal 291 sent by an application client
node 260 to an endorsing peer node 281. The endorsing peer 281 may
verify the client signature and execute a chaincode function to
initiate the transaction. The output may include the chaincode
results, a set of key/value versions that were read in the
chaincode (read set), and the set of keys/values that were written
in chaincode (write set). The proposal response 292 is sent back to
the client 260 along with an endorsement signature, if approved.
The client node 260 assembles the endorsements into a transaction
payload 293 and broadcasts it to an ordering service node 284. The
ordering service node 284 then delivers ordered transactions as
blocks to all peers 281-283 on a channel. Before committal to the
blockchain, each peer 281-283 may validate the transaction. For
example, the peers or nodes 281-283 may check the endorsement
policy to ensure that the correct allotment of the specified peers
have signed the results and authenticated the signatures against
the transaction payload 293.
[0060] Referring again to FIG. 2B, the client node 260 initiates
the transaction 291 by constructing and sending a request to the
peer node 281, which is an endorser. The client node 260 may
include an application leveraging a supported software development
kit (SDK), such as NODE, JAVA, PYTHON, and the like, which utilizes
an available API to generate a transaction proposal. The proposal
is a request to invoke a chaincode function so that data can be
read and/or written to the ledger (i.e., write new key value pairs
for the assets). The SDK may serve as a shim to package the
transaction proposal into a properly architected format (e.g.,
protocol buffer over a remote procedure call (RPC)) and take the
client's cryptographic credentials to produce a unique signature
for the transaction proposal.
[0061] In response, the endorsing peer node 281 may verify (a) that
the transaction proposal is well formed, (b) the transaction has
not been submitted already in the past (replay-attack protection),
(c) the signature is valid, and (d) that the submitter (client node
260, in the example) is properly authorized to perform the proposed
operation on that channel. The endorsing peer node 281 may take the
transaction proposal inputs as arguments to the invoked chaincode
function. The chaincode is then executed against a current state
database to produce transaction results including a response value,
read set, and write set. However, no updates are made to the ledger
at this point. In 292, the set of values along with the endorsing
peer node's 281 signature is passed back as a proposal response 292
to the SDK of the client node 260, which parses the payload for the
application to consume.
[0062] In response, the application of the client node 260
inspects/verifies the endorsing peers signatures and compares the
proposal responses to determine if the proposal response is the
same. If the chaincode only queried the ledger, the application
would inspect the query response and would typically not submit the
transaction to the ordering node service 284. If the client
application intends to submit the transaction to the ordering node
service 284 to update the ledger, the application determines if the
specified endorsement policy has been fulfilled before submitting
(i.e., did all peer nodes necessary for the transaction endorse the
transaction). Here, the client node 260 may include only one of
multiple parties to the transaction. In this case, each client may
have their own endorsing node, and each endorsing node will need to
endorse the transaction. The architecture is such that even if an
application selects not to inspect responses or otherwise forwards
an unendorsed transaction, the endorsement policy will still be
enforced by nodes and upheld at the commit validation phase.
[0063] After successful inspection, in step 293 the client node 260
assembles endorsements into a transaction and broadcasts the
transaction proposal and response within a transaction message to
the ordering node 284. The transaction may contain the read/write
sets, the endorsing peers signatures and a channel ID. The ordering
node 284 does not need to inspect the entire content of a
transaction in order to perform its operation, instead the ordering
node 284 may simply receive transactions from all channels in the
network, order them chronologically by channel, and create blocks
of transactions per channel.
[0064] The blocks of the transaction are delivered from the
ordering node 284 to all peer nodes 281-283 on the channel. The
transactions 294 within the block are validated to ensure any
endorsement policy is fulfilled and to ensure that there have been
no changes to ledger state for read set variables since the read
set was generated by the transaction execution. Transactions in the
block are tagged as being valid or invalid. Furthermore, in step
295 each peer node 281-283 appends the block to the channel's
chain, and for each valid transaction the write sets are committed
to current state database. An event is emitted to notify the client
application that the transaction (invocation) has been immutably
appended to the chain, as well as to notify whether the transaction
was validated or invalidated.
[0065] FIG. 3 illustrates an example of a permissioned blockchain
network 300, which features a distributed, decentralized
peer-to-peer architecture, and a certificate authority 318 managing
user roles and permissions. In this example, the blockchain user
302 may submit a transaction to the permissioned blockchain network
310. In this example, the transaction can be a deploy, invoke, or
query, and may be issued through a client-side application
leveraging an SDK, directly through a REST API, or the like.
Trusted business networks may provide access to regulator systems
314, such as auditors (the Securities and Exchange Commission in a
U.S. equities market, for example). Meanwhile, a blockchain network
operator system of nodes 312 manage member permissions, such as
enrolling the regulator system 314 as an "auditor" and the
blockchain user 302 as a "client". An auditor could be restricted
only to querying the ledger whereas a client could be authorized to
deploy, invoke, and query certain types of chaincode.
[0066] A blockchain developer system 316 writes chaincode and
client-side applications. The blockchain developer system 316 can
deploy chaincode directly to the network through a REST interface.
To include credentials from a traditional data source 330 in
chaincode, the developer system 316 could use an out-of-band
connection to access the data. In this example, the blockchain user
302 connects to the network through a peer node 312. Before
proceeding with any transactions, the peer node 312 retrieves the
user's enrollment and transaction certificates from the certificate
authority 318. In some cases, blockchain users must possess these
digital certificates in order to transact on the permissioned
blockchain network 310. Meanwhile, a user attempting to drive
chaincode may be required to verify their credentials on the
traditional data source 330. To confirm the user's authorization,
chaincode can use an out-of-band connection to this data through a
traditional processing platform 320.
[0067] FIG. 4 illustrates a system messaging diagram for handling
blockchain transactions in the expanded blockchain network,
according to example embodiments. Referring to FIG. 4, the system
diagram 400 includes a blockchain network 410, gaming peers 411,
and a leader 415 elected from the gaming peers 411. The blockchain
network 410 begins the process by nodes generating transactions
431. The transactions 431 may be any sort of blockchain
transactions 116, and the purpose of the blockchain network 112 may
be related or unrelated to the massive multiplayer online gaming
network 124. The transactions 431 can be anything relevant to the
blockchain network 112. For example, the transactions 431 could
hold information related to stocks transferred between nodes 104,
provenance of consumer goods, votes, or any other information of
interest for a blockchain use case.
[0068] For example, assume a blockchain network 410 where every
transaction 431 corresponds to a stock transfer operation. The
processing of transactions 431 needs to be fast, but the processing
of transactions 431 is limited by the number of blockchain nodes
104. More nodes 104 are needed in order to be able to execute a
trusted consensus protocol to increase the throughput. To address
this limitation, massive networks of gaming peers 411 are
available. The computing power of these gaming peers 411 may be
used to generate transactions of blocks for the blockchain network
410. To achieve that, the gaming peers 411 are included in an
expanded blockchain network 100 (thus the blockchain client 144
embedded in the gaming peer 411). Also, a trusted consensus
protocol is needed (because the disclosed consensus protocol
leverages the game state and gaming tampering detection techniques,
the participants of the gaming network 124 may be trusted to
execute the consensus algorithm). This approach augments the
computing power of a conventional public or permissioned blockchain
network 112 with the computing power of a massive network 124
several orders of magnitude larger than the existing blockchain
network 112. With regard to confidentiality and privacy, consensus
only takes care of the ordering of the transactions 431 inside a
block, so no confidential details of the transaction 431 are
required. This is the same model the ordering nodes from
Hyperledger Fabric use: transactions 431 received by orderers have
any confidential data stripped out; transactions 431 only has
access to the endorsers signatures (the endorsment) and the
read/write set (a list of variables read or written to the
blockchain world state). If we compare this approach with
Hyperledger Fabric, the gaming peers 411 will be equivalent to the
orderers. However, due to the fact that the gaming peers 411 are
not trusted by default they need to execute a more secure consensus
protocol (discloses herein) than the consensus protocol executed by
the orderers. Therefore, the present application outsources the
blockchain network 112 consensus execution to a massive gaming
network 124 to take advantage of its scalability and computing
power leveraging its security features (game state tampering
detection) and introducing a trustful consensus protocol that does
not include the disadvantages of proof of work/proof of stake/proof
of elapsed time/bft consensus protocols.
[0069] Gaming peers 411 of a massive multiplayer online gaming
network 124 listen for the transactions 431. When a predetermined
number of transactions 431 has been received, the gaming peers 411
elect a subset of the gaming peers 435 to participate in consensus
for the received transactions.
[0070] Once the subset of gaming peers has been elected 435, a
leader is elected 440. The leader 415 is a gaming peer 411 that
will create a block 120 for the blockchain corresponding to the
predetermined number of received transactions 431. In response to
electing the leader 440, the subset of gaming peers 411 notify the
leader 441 of the leader status. The gaming peer 411 designated as
the leader 415 then generates the block 445 corresponding to the
predetermined number of received transactions 431, and distributes
the block to the subset of gaming peers 446.
[0071] Each of the subset of gaming peers 411 validates the block
450. Gaming peers 411 validate transactions 431 without requiring
access to confidential data from the transaction 431. It is similar
to how orderers from Hyperledger Fabric validates transactions 431.
For example, if the blockchain network 410 is in fact a Hyperledger
Fabric Blockchain network, the gaming peers 411 will validate the
transaction's endorsers signatures and the read/write set. If the
blockchain network 410 is a bitcoin blockchain network, then gaming
peers 411 will validate the signature of the transaction and the
UTXO of the transaction. In summary, the gaming peers 411 will
validate transactions in a similar way a particular blockchain
network 410 does. If at some point confidential data access is
required for the gaming peer 411 to perform the validation, then it
needs to be analyzed if it is worth the risk of releasing
confidential data to an untrusted gaming peer 411. Following
validation, the block is broadcast 451 to the blockchain network
410, thereafter the block is stored to the blockchain 455.
[0072] FIG. 5A illustrates a flow diagram of an example method of
receiving transactions and committing blocks to a blockchain,
according to example embodiments. Referring to FIG. 5A, the method
500 may include gaming peers 411 of the massive multiplayer online
gaming network 124 receiving transactions 504. Each gaming peer 411
counts the received transactions 431 until a predetermined count or
number is reached. For example, if a blockchain network 112
requires a block 120 to be generated every 5 minutes with a block
size of at most 1 MB, then the gaming peers 128 can listen for
transactions until they collect 1 MB of transaction data or until a
4 minute timer expires (assuming 1minute for the consensus
round).
[0073] At that point, the gaming peers 411 elect a subset of gaming
peers to participate in consensus, and a leader 508 to process the
block 120 for the predetermined number of transactions 431.
Although a particular distributed random number algorithm is
described herein, it should be understood that any existing secure
distributed random number generation algorithm may be used
instead.
[0074] Electing a subset of gaming peers 411 begins when every
blockchain client 144 picks a value between 0 and 1 and broadcasts
to the other gaming peers 411 its ID (e.g., could be its process
ID) and the value picked. When a broadcast client 144 receives
these values it inserts the generated value (0 or 1) into an array
at the ID position. At the end of the process all the broadcast
clients 144 will end with an array of bits. Election of the subset
of gaming peers 508 is best illustrated by the following example.
Assume there are 10 gaming peers 411 with IDs 1-10. Each gaming
peer 411 selects randomly an integer value between 0 and 1 (meaning
the gaming peers 411 can only choose 0 or 1). Assuming the gaming
peers 411 select the following values: gaming peer 01 chooses 0,
gaming peer 02 chooses 0, gaming peer 03 chooses 1, gaming peer 04
chooses 0, gaming peer 05 chooses 1, gaming peer 06 chooses 0,
gaming peer 07 chooses 1, gaming peer 08 chooses 0, gaming peer 09
chooses 0, and gaming peer 10 chooses 0. A 10-bit number is formed
with value 0010101000 (note that the gaming peer 01 selected value
is the leftmost bit in the 10 bit number and the gaming peer 10
selected value is the rightmost bit in the 10 bit number). When a
blockchain client 144 receives the 10-bit numbers from the other 9
gaming peers 411, it keeps a tally on how many times it received
the same value. Each blockchain client 144 replaces its generated
value with the received value with the higher tally.
[0075] The election rule/rules 148 to be used are selected using
the generated random number with the highest tally. Every gaming
peer 411 (or at least the majority of them) will end knowing the
same random number, so they will pick the same rule(s) 148. It does
not matter if a smaller number of gaming peers 411 try to use a
different election rule 148 (as a result of a connectivity issue or
a malicious behavior); the result in that case will be the gaming
peers 411 not reaching consensus.
[0076] There is no fixed interval for the distributed random number
generation to be executed. The random number generation occurs
before the consensus round to select the subset of gaming peers 411
that will participate, so it depends on the total time needed to
execute one round of the disclosed consensus protocol. The total
time may be tuned depending on the number of transactions 431 (i.e.
predetermined number) required to generate a block 120. Also, it is
possible to have a hybrid approach: wait for x transactions 431 to
generate a block 120 or y minutes, whatever occurs first. However,
this may lead to variable block sizes.
[0077] With respect to leader 415 selection, the gaming peers 411
generate a random number in a distributed way (similar to selecting
the subset of gaming peers 411). The generated value is used to
select the leader 415 (for instance, this value can be mapped to
the address of the leader 415 or to its process ID), the leader 415
is notified of its election by the subset of gaming peers 411. If
the leader 415 does not respond in a certain period of time (due to
a network connectivity problem or because the leader's 415 gaming
peer is unresponsive) a new leader 415 is elected by regenerating
the random number. If no leader 415 can be elected after several
attempts, then the consensus round is discarded, the gaming peers
411 for a short random period of time, and a new consensus round
starts over.
[0078] The leader 415 generates a block 120 from the received
transactions 504, and transfers the block to the subset of gaming
peers 411. The subset of gaming peers 411 validate the transactions
in the block, and broadcast the block 120 to the blockchain. Once
the blockchain network 112 receives the new block 120, the block
120 is stored to the blockchain.
[0079] FIG. 5B illustrates a flow diagram of an example method of
validating transactions for a blockchain, according to example
embodiments. The method 550 may include receiving a transaction, at
block 554. The transaction may be received from a node 104 or
participant in the blockchain network 112. The transaction may
include metadata, inputs, and outputs.
[0080] At block 558, validation rules are identified. The
blockchain client identifies in data stored in a plurality of
blocks of the blockchain, one more rules for validation of the
transaction. Dynamic rules may be stored in a repository maintained
by the blockchain software, which may be cryptographically
protected. In one embodiment, dynamic rules and subsequent changes
thereto, e.g. new dynamic rules or modifications to existing rules,
may be processed similar to transactions and blocks, and themselves
be stored in a blockchain data structure, which may be the same or
a different blockchain in which transactions are stored.
Furthermore, rule change messages may be cryptographically
validated in order to be accepted by the blockchain software. When
a blockchain client accepts a rule change and incorporates it into
a mined block, that block is then propagated to other entities for
validation and acceptance. A block mined by another blockchain
client that contains a validated rule change is accepted and stored
in the receiving entities' blockchain, thereby incorporating the
rule change therein.
[0081] Blockchain software, e.g. miner and node software, may, in
addition to following static validation rules encoded in the
software itself, also examine the blockchain and/or validate
transactions and perform mining, etc. according to these dynamic
rules. In particular, the blockchain software may continually
evaluate the validity specification of each dynamic rule and, based
thereon, would determine the set of rules valid at the time in
question, e.g. the current time, or the block number that is being
mined or validated. It would then enforce the rules valid at the
time in question, either in selecting transactions and mining a
block, or determining if another block is valid.
[0082] When a blockchain client is setup or installed, the
blockchain software may parse the blockchain to identify the
dynamic rules and values for the dynamic rules. For example, at
startup, the blockchain software may have a blank set of validation
rules. The blockchain software may start at the beginning of the
blockchain (genesis block or block 0) and identify any rule
changes. The blockchain software proceeds by parsing each block
from the beginning to the most recent block to generate a set of
current rules for validation. More recent rules may override rules
that were implemented at an earlier date. For example, a removal of
a user from a whitelist may override the addition of the user to
the whitelist. In one embodiment, the blockchain software may
identify an initial set of validation rules from the genesis block
or block 0. The genesis block or subsequent block may include
values for each of the rules set forth in the genesis block.
[0083] At block 562, the transaction is validated. Different
validation rules may include a timing mechanism for when the
validation rules are to be implemented. For example, a change to a
validation rule may be stored in a block on the blockchain.
However, if the time for the implementation of the validation rule
has not been reached, the blockchain client will use the older rule
to validate the transaction. For example, a fee change may be set
to take place on the 1st of the month. While this rule may be
identified, if the 1st of the month has not been reached yet, the
blockchain client will still use the old fee instead.
[0084] The validation rules may include one or more of the
following: a whitelist of wallet addresses that may hold and/or
transact in the digital asset, a blacklist of wallet addresses that
are prohibited from holding and/or transacting in the digital
asset, a certificate revocation list of invalid certificates, a
list of wallet addresses authorized to sign certificates that
authorize users to use the blockchain, technical parameters about
the blockchain (such as the maximum block size and parameters
governing the average frequency at which blocks are mined),
transaction fee schedules (including minimum, maximum, and percent
fees, and the ability to assign different fee schedules to
different senders and receivers such as when sending airline miles
to an airline to purchase a ticket, the transaction fee may not
apply, but when giving the miles to a relative as a gift, it would
apply), demurrage fees, inactivity fees, how fees are to be
assessed (destruction of the digital asset, payment to the miner,
payment to a specified address), miner and node rewards (if any),
the identity of parties allowed to issue assets and the parameters
(e.g. 2 out of the following 3 keys must sign) for authorizing the
request, the identity of parties allowed to confiscate assets (e.g.
to enforce a court order), and the parameters (e.g. 2 out of the
following 3 keys must sign) for authorizing the request, the
maximum number of decimal places of precision for transactions, the
minimum and maximum sizes for transactions, the maximum account
balance, cumulative limits for transactions, the identity of
parties allowed to change rules, the types of rules the parties are
allowed to change, and the parameters (e.g. 2 out of the following
3 keys must sign) for authorizing the request.
[0085] At block 566, a new block on the blockchain is generated.
The blockchain client generates a new block including the
transaction. Blockchain clients validate the transaction and add
the transaction to a new block.
[0086] At block 570, the new block is communicated. Once the block
has been finished and a proof-of-work accomplished, the blockchain
client communicates data indicative of the new block to the network
of entities implementing the blockchain. When a block is added to
the blockchain and validated by the blockchain clients in the
network, the block becomes a permanent part of the blockchain. The
next block will contain a hash of the added block's header that
links the two blocks together and makes up the chain. However, for
the first block in the chain, there is no previous block. A genesis
block or block 0 may be used to start or seed the blockchain.
[0087] FIG. 6A illustrates an example physical infrastructure
configured to perform various operations on the blockchain in
accordance with one or more of the example methods of operation
according to example embodiments. Referring to FIG. 6A, the example
configuration 600A includes a physical infrastructure 610 with a
blockchain 620 and a smart contract 640, which may execute any of
the operational steps 612 included in any of the example
embodiments. The steps/operations 612 may include one or more of
the steps described or depicted in one or more flow diagrams and/or
logic diagrams. The steps may represent output or written
information that is written or read from one or more smart
contracts 640 and/or blockchains 620 that reside on the physical
infrastructure 610 of a computer system configuration. The data can
be output from an executed smart contract 640 and/or blockchain
620. The physical infrastructure 610 may include one or more
computers, servers, processors, memories, and/or wireless
communication devices.
[0088] FIG. 6B illustrates an example smart contract configuration
among contracting parties and a mediating server configured to
enforce the smart contract terms on the blockchain according to
example embodiments. Referring to FIG. 6B, the configuration 650
may represent a communication session, an asset transfer session or
a process or procedure that is driven by a smart contract 640 which
explicitly identifies one or more user devices 652 and/or 656. The
execution, operations and results of the smart contract execution
may be managed by a server 654. Content of the smart contract 640
may require digital signatures by one or more of the entities 652
and 656 which are parties to the smart contract transaction. The
results of the smart contract execution may be written to a
blockchain as a blockchain transaction.
[0089] The above embodiments may be implemented in hardware, in a
computer program executed by a processor, in firmware, or in a
combination of the above. A computer program may be embodied on a
computer readable medium, such as a storage medium. For example, a
computer program may reside in random access memory ("RAM"), flash
memory, read-only memory ("ROM"), erasable programmable read-only
memory ("EPROM"), electrically erasable programmable read-only
memory ("EEPROM"), registers, hard disk, a removable disk, a
compact disk read-only memory ("CD-ROM"), or any other form of
storage medium known in the art.
[0090] An exemplary storage medium may be coupled to the processor
such that the processor may read information from, and write
information to, the storage medium. In the alternative, the storage
medium may be integral to the processor. The processor and the
storage medium may reside in an application specific integrated
circuit ("ASIC"). In the alternative, the processor and the storage
medium may reside as discrete components. For example, FIG. 7
illustrates an example computer system architecture 700, which may
represent or be integrated in any of the above-described
components, etc.
[0091] FIG. 7 is not intended to suggest any limitation as to the
scope of use or functionality of embodiments of the application
described herein. Regardless, the computing node 700 is capable of
being implemented and/or performing any of the functionality set
forth hereinabove.
[0092] In computing node 700 there is a computer system/server 702,
which is operational with numerous other general purpose or special
purpose computing system environments or configurations. Examples
of well-known computing systems, environments, and/or
configurations that may be suitable for use with computer
system/server 702 include, but are not limited to, personal
computer systems, server computer systems, thin clients, thick
clients, hand-held or laptop devices, multiprocessor systems,
microprocessor-based systems, set top boxes, programmable consumer
electronics, network PCs, minicomputer systems, mainframe computer
systems, and distributed cloud computing environments that include
any of the above systems or devices, and the like.
[0093] Computer system/server 702 may be described in the general
context of computer system-executable instructions, such as program
modules, being executed by a computer system. Generally, program
modules may include routines, programs, objects, components, logic,
data structures, and so on that perform particular tasks or
implement particular abstract data types. Computer system/server
702 may be practiced in distributed cloud computing environments
where tasks are performed by remote processing devices that are
linked through a communications network. In a distributed cloud
computing environment, program modules may be located in both local
and remote computer system storage media including memory storage
devices.
[0094] As shown in FIG. 7, computer system/server 702 in cloud
computing node 700 is shown in the form of a general-purpose
computing device. The components of computer system/server 702 may
include, but are not limited to, one or more processors or
processing units 704, a system memory 706, and a bus that couples
various system components including system memory 706 to processor
704.
[0095] The bus represents one or more of any of several types of
bus structures, including a memory bus or memory controller, a
peripheral bus, an accelerated graphics port, and a processor or
local bus using any of a variety of bus architectures. By way of
example, and not limitation, such architectures include Industry
Standard Architecture (ISA) bus, Micro Channel Architecture (MCA)
bus, Enhanced ISA (EISA) bus, Video Electronics Standards
Association (VESA) local bus, and Peripheral Component
Interconnects (PCI) bus.
[0096] Computer system/server 702 typically includes a variety of
computer system readable media. Such media may be any available
media that is accessible by computer system/server 702, and it
includes both volatile and non-volatile media, removable and
non-removable media. System memory 706, in one embodiment,
implements the flow diagrams of the other figures. The system
memory 706 can include computer system readable media in the form
of volatile memory, such as random-access memory (RAM) 710 and/or
cache memory 712. Computer system/server 702 may further include
other removable/non-removable, volatile/non-volatile computer
system storage media. By way of example only, storage system 714
can be provided for reading from and writing to a non-removable,
non-volatile magnetic media (not shown and typically called a "hard
drive"). Although not shown, a magnetic disk drive for reading from
and writing to a removable, non-volatile magnetic disk (e.g., a
"floppy disk"), and an optical disk drive for reading from or
writing to a removable, non-volatile optical disk such as a CD-ROM,
DVD-ROM or other optical media can be provided. In such instances,
each can be connected to the bus by one or more data media
interfaces. As will be further depicted and described below, memory
706 may include one or more program products having a set (e.g.,
one or more) of program modules that are configured to carry out
the functions of various embodiments of the application.
[0097] Program/utility 716, having a set (one or more) of program
modules 718, may be stored in memory 706 by way of example, and not
limitation, as well as an operating system, one or more application
programs, other program modules, and program data. Each of the
operating system, one or more application programs, other program
modules, and program data or some combination thereof, may include
an implementation of a networking environment. Program modules 718
generally carry out the functions and/or methodologies of various
embodiments of the application as described herein.
[0098] As will be appreciated by one skilled in the art, aspects of
the present application may be embodied as a system, method, or
computer program product. Accordingly, aspects of the present
application may take the form of an entirely hardware embodiment,
an entirely software embodiment (including firmware, resident
software, micro-code, etc.) or an embodiment combining software and
hardware aspects that may all generally be referred to herein as a
"circuit," "module" or "system". Furthermore, aspects of the
present application may take the form of a computer program product
embodied in one or more computer readable medium(s) having computer
readable program code embodied thereon.
[0099] Computer system/server 702 may also communicate with one or
more external devices 720 such as a keyboard, a pointing device, a
display 722, etc.; one or more devices that enable a user to
interact with computer system/server 702; and/or any devices (e.g.,
network card, modem, etc.) that enable computer system/server 702
to communicate with one or more other computing devices. Such
communication can occur via I/O interfaces 724. Still yet, computer
system/server 702 can communicate with one or more networks such as
a local area network (LAN), a general wide area network (WAN),
and/or a public network (e.g., the Internet) via network adapter
726. As depicted, network adapter 726 communicates with the other
components of computer system/server 702 via a bus. It should be
understood that although not shown, other hardware and/or software
components could be used in conjunction with computer system/server
702. Examples, include, but are not limited to: microcode, device
drivers, redundant processing units, external disk drive arrays,
RAID systems, tape drives, and data archival storage systems,
etc.
[0100] Although an exemplary embodiment of one or more of a system,
method, and non-transitory computer readable medium has been
illustrated in the accompanied drawings and described in the
foregoing detailed description, it will be understood that the
application is not limited to the embodiments disclosed, but is
capable of numerous rearrangements, modifications, and
substitutions as set forth and defined by the following claims. For
example, the capabilities of the system of the various figures can
be performed by one or more of the modules or components described
herein or in a distributed architecture and may include a
transmitter, receiver or pair of both. For example, all or part of
the functionality performed by the individual modules, may be
performed by one or more of these modules. Further, the
functionality described herein may be performed at various times
and in relation to various events, internal or external to the
modules or components. Also, the information sent between various
modules can be sent between the modules via one or more of: a data
network, the Internet, a voice network, an Internet Protocol
network, a wireless device, a wired device and/or via plurality of
protocols. Also, the messages sent or received by any of the
modules may be sent or received directly and/or via one or more of
the other modules.
[0101] One skilled in the art will appreciate that a "system" could
be embodied as a personal computer, a server, a console, a personal
digital assistant (PDA), a cell phone, a tablet computing device, a
smartphone or any other suitable computing device, or combination
of devices. Presenting the above-described functions as being
performed by a "system" is not intended to limit the scope of the
present application in any way but is intended to provide one
example of many embodiments. Indeed, methods, systems and
apparatuses disclosed herein may be implemented in localized and
distributed forms consistent with computing technology.
[0102] It should be noted that some of the system features
described in this specification have been presented as modules, in
order to more particularly emphasize their implementation
independence. For example, a module may be implemented as a
hardware circuit comprising custom very large-scale integration
(VLSI) circuits or gate arrays, off-the-shelf semiconductors such
as logic chips, transistors, or other discrete components. A module
may also be implemented in programmable hardware devices such as
field programmable gate arrays, programmable array logic,
programmable logic devices, graphics processing units, or the
like.
[0103] A module may also be partially implemented in software for
execution by various types of processors. An identified unit of
executable code may, for instance, comprise one or more physical or
logical blocks of computer instructions that may, for instance, be
organized as an object, procedure, or function. Nevertheless, the
executables of an identified module need not be physically located
together but may comprise disparate instructions stored in
different locations which, when joined logically together, comprise
the module and achieve the stated purpose for the module. Further,
modules may be stored on a computer-readable medium, which may be,
for instance, a hard disk drive, flash device, random access memory
(RAM), tape, or any other such medium used to store data.
[0104] Indeed, a module of executable code could be a single
instruction, or many instructions, and may even be distributed over
several different code segments, among different programs, and
across several memory devices. Similarly, operational data may be
identified and illustrated herein within modules and may be
embodied in any suitable form and organized within any suitable
type of data structure. The operational data may be collected as a
single data set or may be distributed over different locations
including over different storage devices, and may exist, at least
partially, merely as electronic signals on a system or network.
[0105] It will be readily understood that the components of the
application, as generally described and illustrated in the figures
herein, may be arranged and designed in a wide variety of different
configurations. Thus, the detailed description of the embodiments
is not intended to limit the scope of the application as claimed
but is merely representative of selected embodiments of the
application.
[0106] One having ordinary skill in the art will readily understand
that the above may be practiced with steps in a different order,
and/or with hardware elements in configurations that are different
than those which are disclosed. Therefore, although the application
has been described based upon these preferred embodiments, it would
be apparent to those of skill in the art that certain
modifications, variations, and alternative constructions would be
apparent.
[0107] While preferred embodiments of the present application have
been described, it is to be understood that the embodiments
described are illustrative only and the scope of the application is
to be defined solely by the appended claims when considered with a
full range of equivalents and modifications (e.g., protocols,
hardware devices, software platforms etc.) thereto.
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